No name yet, text-base game with futuristic cowboys

Post and discuss creative ideas

What type of title should this game go for?

More sci-fi
6
35%
Something punny
5
29%
Anagram dat joint
0
No votes
Something with deserts
1
6%
Something with decay and toxity
0
No votes
Punkish
4
24%
Go back to the original Title
1
6%
 
Total votes : 17

Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Dec 21, 2013 8:20 pm

Being a big fan of pixel art, I'd be down for any of the above. One thing that makes flash real powerful is it's bitmap API. I'm still figuring it out, though. I figure we can use vx ace base sprites and layer clothes and qualities and shit. Was wondering where a good tutorial is that can tell me from machine code up how bitwise operators work.

Copy that, aisy. I will prob have the new game button set all char stats to default, add a char create child as an overlay to the char viewer. When the user is satisfied with his results, he can finalize and move to frame 2 (reserved for cutscenes) upon a few choices made during battle with space pirates, the player's starting location and battle stats will be established. We then move to frame 3 where gameplay occurs. Sound good?
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Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sat Dec 21, 2013 8:36 pm

Sounds good to me. We should make the creation scene short and sweet, what choices should the player be presented with at the beginning?
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Dec 21, 2013 8:50 pm

Good question. I'm gonna need to be able to code as far as the artists are willing to draw. So our main goal is to find a meeting point. Basics will be hairstyle, hair and eye color, skin color, bust and booty, cock length and girth. Some stuff they won't have to draw would be vaginal depth and tightness. On my end I can declare a height or weight variable and artists would have to do some serious proportion and scale work. So it can get deep. Real deep, lol.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Dec 21, 2013 9:18 pm

Terrantor!!! Wrote:Being a big fan of pixel art, I'd be down for any of the above. One thing that makes flash real powerful is it's bitmap API. I'm still figuring it out, though. I figure we can use vx ace base sprites and layer clothes and qualities and shit. Was wondering where a good tutorial is that can tell me from machine code up how bitwise operators work.

Copy that, aisy. I will prob have the new game button set all char stats to default, add a char create child as an overlay to the char viewer. When the user is satisfied with his results, he can finalize and move to frame 2 (reserved for cutscenes) upon a few choices made during battle with space pirates, the player's starting location and battle stats will be established. We then move to frame 3 where gameplay occurs. Sound good?

Okay, the sprites in VX ace are crap. Their like most likely something like 10 by 10 which is small for sprites. They are designed for a map, RPG tile map, not a complex clothing system. I believe the orcs your using are about the quality to expect from it.
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Dec 21, 2013 10:06 pm

I stole the Orc from vx ace , actually. I think he is 64x64, but I vector traced him and scaled him up a little. So we are capable of cheating.;-) I had a project a little while back that I gave up on; but I created tiles that were scalable and stackable. I'm gonna open it back up and see where it takes us.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Dec 21, 2013 10:23 pm

64 by 64 sounds more reasonable. textures are generally factors of 2
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Dec 21, 2013 11:35 pm

alrighty, then. Let's get dis party starty.
I still need to create a character viewer, once that is done, I'll get cracking on New Game button functionality.
I like dupe's idea of hiding GUI elements until needed. So when the mouse y exceeds stage.height*.8, the menu buttons will toggle and the textbox.xscale will adjust to allow space. Same with the char viewer when mouseX exceeds stage.width*.8.

Still can't fix the orc depth issue, I'm thinking of just using swapDepth and generating them to the GUI. Then when hovered over, they are the active element. When another child gets hovered over they lose active element status and gui gone. So perhaps a static hover over toggles a Boolean for each instance which influences depth and miniUi visibility. Is that pretty much what you were saying, Amouse?

just to make sure:
Code: Select All Code
package char{
     import char.NPC;
   class Enemy extends NPC{
        private static var active:Boolean=false;
     function Enemy(){
        this.addEventListener(Event.ENTER_FRAME,activeTrack);
     }
     private function activeTrack(){
                if(active){
                        this.miniui.visible=true;
                }else{
                        this.miniui.visible=false;
                 }
         }

     }
}

Then it'll just be up to mainGUI to swap depth, which I'm still figuring out.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sun Dec 22, 2013 9:21 am

so just thinking about how i'd do this, here's what i'd like do but do note, this is mean brute forcing it and... my lack of knowledge of AS3 is kicking me in the ass!

Code: Select All Code
   
package char{
   import char.NPC;//you guys have to do char.NPC?  since your in the char package, can't you just do NPC?
      class Enemy extends NPC{

          private static var active:Enemy = null;//this will store the current Enemy object for the GUI to keep open.
          //private static var guiNPC ... this is a vector
          function Enemy(){//start Enemy
              //... add this object to the vector. Also i assume this is a constructor.... so why is it called a function?
          }//end Enemy
          //when you open up a GUI you'll call this method.
          private static function SetNewActive(Enemy e){
              active = e;
               //ned a command to open a GUI window or at least queue it up.
 
              filter();//i couldn't come up with a better name.
          }

          private static function filter{
               /*
                this method will contain a for loop or a foreach loop
                The loop will go through and check if each enemy object  not equeal to active.
                 if true, then close that objects GUI.
                else does not matter.
                  I'll assume possible preformenc issues will happen because of heavy loop usage...
               */

          }
          static function closeGUI(){
              //... does code to close just the GUI for this objects GUI.
           }
          private function activeTrack(){
             if(active){
                this.miniui.visible=true;
             }else{
                 this.miniui.visible=false;
             }
          }
     }
}
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sun Dec 22, 2013 9:21 am

Sorry, can't really edit your code since computer started acting up half way through it.
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Mon Dec 23, 2013 11:52 am

Are we going to have sprites displayed the whole time? Or just in town centres?
I think it would be cool to have sprites for most enemies, even if they only look vaguely similar and store them in a kind of pokedex device. To hold information on the enemy/NPC. Location, average level and gender. We still need a page to hold the locations of NPC's once met.
You could even go one better and have them displayed while you are at the location. Only being displayed when you have discovered them. Hovering over them would display the name, average level and gender, but nothing else.
Yes/No?

I realise this is a text game with some graphical additions. So if you think it is going too far away from the game concept then forget the idea.
If you guys don't want it, Terrantor is welcome to use the idea for his half mentioned game idea.
If there are any complaints, queries, bills or cheques.
Please log them by throwing a rock at the darkest corner you see.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Mon Dec 23, 2013 1:44 pm

Duplicity Wrote:Are we going to have sprites displayed the whole time? Or just in town centres?
I think it would be cool to have sprites for most enemies, even if they only look vaguely similar and store them in a kind of pokedex device. To hold information on the enemy/NPC. Location, average level and gender. We still need a page to hold the locations of NPC's once met.
You could even go one better and have them displayed while you are at the location. Only being displayed when you have discovered them. Hovering over them would display the name, average level and gender, but nothing else.
Yes/No?

I realise this is a text game with some graphical additions. So if you think it is going too far away from the game concept then forget the idea.
If you guys don't want it, Terrantor is welcome to use the idea for his half mentioned game idea.

Just town center was all i was thinking of using.
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Wed Dec 25, 2013 2:02 pm

Sooooooo. What is happening?

I am in the process of getting over Christmas. But I have nearly finished my test scene. About 5500 words over 6 scenes.
Also messing about with my tablet, hoping to post a rough sketch of the gender swapping robot. Just to practice on my tablet.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Wed Dec 25, 2013 7:32 pm

Been thinking of making some design documents for some other stuff. For instance programmer stand put we need a new document for the structure so we don't step of each other toes. Not so much features but we need to have a idea what classes are where, when we're referencing a class and what methods each class will have along with any variables.

I think we need a document for writing scene. Something that's easy to modify but gives a basic structure that we expect them to use normally.
For instance we could write a document that had all the possible race modifiers as if statements. Not sure how to really handle and this is something i don't think I or the programmers have enough experience with to really make; might not be possible until we see how we use our engine.
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Thu Dec 26, 2013 5:09 am

BlueLight Wrote:Been thinking of making some design documents for some other stuff. For instance programmer stand put we need a new document for the structure so we don't step of each other toes. Not so much features but we need to have a idea what classes are where, when we're referencing a class and what methods each class will have along with any variables.

I think we need a document for writing scene. Something that's easy to modify but gives a basic structure that we expect them to use normally.
For instance we could write a document that had all the possible race modifiers as if statements. Not sure how to really handle and this is something i don't think I or the programmers have enough experience with to really make; might not be possible until we see how we use our engine.


I'm for this idea. I don't wanna be the only guy working on this one. I could really use some more direction/input on your guys' end. I feel like I'm doing things sloppy and I'd really like you vets to jump in and correct my stuff. ;)
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Thu Dec 26, 2013 10:03 am

So you want a document to describe and hopefully show the class tree? To show what inherits from what, which classes are contained within others and how it all reacts?
Going to have a flow diagram? I suppose you need to sit down and think of every class we need for the game. At least the initial basic classes.

Do you think we could have, or need a parser for the environ?
So maybe some enemies will be located in certain areas. Like bermuda graveyard or whatever. These specifically located enemies can have their scenes hard written with only player parser code needed.
But I imagine there will be some enemies who will be prevalent in the game. So when the loser falls to the ground, what if they are in a swamp? Or a desert?
Having the loser fall to the ground when in a swamp may be technically right, but who calls the muddy marshes of a swamp ground?
So instead of having to depend on vague descriptions of the environment while writing the sex scene. You could have %ground which would describe the ground depending on the area and supply the needed description of the ground.
You could even have %environ which would give a little description of the environment

The %ground would act as the end of a sentence. So you could write.
"The player fell to the %ground."
With the parser.
Swamp would = The player fell to the marshy ooze with a sqeulch.
Desert would = The player fell to the hot sands.
Is there already a time code to change the text on the time of day. Night/day cycles will be a big part of the game.
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Thu Dec 26, 2013 11:55 am

Duplicity Wrote:
Do you think we could have, or need a parser for the environ?

so your talking about using like brackets or quotation marks that surround the text for parsing? We could do that but may i suggest a hybrid? design it so small stuff can follow that format but also doesn't require it. However bigger stuff will.
Duplicity Wrote:So maybe some enemies will be located in certain areas. Like bermuda graveyard or whatever. These specifically located enemies can have their scenes hard written with only player parser code needed.

I 'd hate to hard code something like this in a finished product but i'm up for doing it if we need to or just starting up. I personally like the idea of people being able to mod the entire game (minus the engine of course) if they edit the txt or Xml files.
Duplicity Wrote:But I imagine there will be some enemies who will be prevalent in the game. So when the loser falls to the ground, what if they are in a swamp? Or a desert?

We will need add some code it seems for where someone falls.
Duplicity Wrote:Having the loser fall to the ground when in a swamp may be technically right, but who calls the muddy marshes of a swamp ground?
So instead of having to depend on vague descriptions of the environment while writing the sex scene. You could have %ground which would describe the ground depending on the area and supply the needed description of the ground.
You could even have %environ which would give a little description of the environment

The %ground would act as the end of a sentence. So you could write.
"The player fell to the %ground."
With the parser.
Swamp would = The player fell to the marshy ooze with a sqeulch.
Desert would = The player fell to the hot sands.
Is there already a time code to change the text on the time of day. Night/day cycles will be a big part of the game.
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Thu Dec 26, 2013 12:36 pm

When I say hard written I mean the writer doesn't have to worry about varying environs. They know the fight will be in certain locations only.
So no need to use a parser when you already know the fighting surface will be a certain element.
Still obviously using the parser for the player and perhaps time.
Also when I say hard written I mean words only, nothing to do with code and what not. If people wanted to edit the files, then sure.

And my request for a ground code was merely a request. I thought it might be easier then having a check to see where the player was and display the relevent sentence/paragraph. But you know better, so whatever is the easiest and best option you guys belive.
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Fri Dec 27, 2013 4:20 pm

Who is this?
Spoiler (click to show/hide):

judge unit33.png
judge unit33.png (785.08 KiB) Viewed 1326 times

It is Judge unit! Or to avoid copyright, it is malfunctioning robot. The gender swapping one. The pelvis is done poorly, but that rectangle in the pelvis is supposed to be a kinda sliding panel. The three pipes below are collection and injection.

You guys are probably thinking pretty good 5 minute sketch. No.
Hours. But at least I practised with my drawing tablet. My first proper attempt at drawing with tablet.
Just for fun as I traced a Judge unit from Zoids and messed around with the design. Because I have been lazy and sick the writing samples have been delayed. Last scene will be done tomorrow, then maybe some quick editing. No need to be too picky for a test.
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Dec 28, 2013 7:01 pm

lol, cool. how does the gender swapping part work?
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sun Dec 29, 2013 10:13 am

Well I thought it would alternate between penis and vagina once the robot was defeated, with the player being able to decide which part they want to use. While if the robot bet you, he would use his penis and if you had a penis he would milk you.

I suppose the penis would invert until it became vagina like, with some additional parts slotting up and around....It's Wapol steel! Explanation complete.

In my mind, the whole point of these robot was to harvest samples. Once those samples have been analysed and the data stored, the samples become useless and are purged by the robot when it wins. Basically one pipe collects any samples injected into the robot from the vagina, while the other two purge the unwanted samples acting like balls kinda.
The robots are trying to catalogue the species on the planet. I was thinking of a plot where the robot's master's come along and are trying to take over the planet. But depends on what other people think.

I'll post the text soon. I haven't done the female use robot vagina scene because I feel sick as a dog, and haven't been able to sit up long enough to write. As well as feeling sick doesn't help when you are trying to write something erotic.
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